#define BLANK_WORLD_BLOCKTYPE_HPP_
#include "Block.hpp"
-#include "../model/BlockModel.hpp"
-#include "../model/EntityModel.hpp"
-#include "../model/OutlineModel.hpp"
+#include "../graphics/BlockMesh.hpp"
+#include "../graphics/EntityMesh.hpp"
+#include "../graphics/OutlineMesh.hpp"
#include "../model/shapes.hpp"
#include <glm/glm.hpp>
const Shape *shape;
float texture;
- glm::vec3 color;
+ glm::vec3 hsl_mod;
+ glm::vec3 rgb_mod;
glm::vec3 outline_color;
/// a string to display to the user
}
} fill;
- explicit BlockType(
- bool v = false,
- const glm::vec3 &color = { 1, 1, 1 },
- const Shape *shape = &DEFAULT_SHAPE
- ) noexcept;
+ BlockType() noexcept;
static const NullShape DEFAULT_SHAPE;
return fill[block.OrientedFace(face)];
}
- void FillEntityModel(
- EntityModel::Buffer &m,
+ void FillEntityMesh(
+ EntityMesh::Buffer &m,
const glm::mat4 &transform = glm::mat4(1.0f),
- EntityModel::Index idx_offset = 0
+ EntityMesh::Index idx_offset = 0
) const noexcept;
- void FillBlockModel(
- BlockModel::Buffer &m,
+ void FillBlockMesh(
+ BlockMesh::Buffer &m,
const glm::mat4 &transform = glm::mat4(1.0f),
- BlockModel::Index idx_offset = 0
+ BlockMesh::Index idx_offset = 0
) const noexcept;
- void FillOutlineModel(OutlineModel::Buffer &m) const noexcept;
+ void FillOutlineMesh(OutlineMesh::Buffer &m) const noexcept;
};